Continue reading “Project CW: M3E1 Bradley (Blitz) – 5v5 Elimination (Tokens), Map: Scarred City”
Category: Project CW
Project CW: Murazor’s Opinion on the Difference Between Alpha #1 and Alpha #2 (From Stream)
Players are asking you to return to what was in the 1st Alpha test. They mentioned that all the changes you made ruined everything, which is very disappointing. Why? What happened? What changed?
This is going to be a very long answer.
Some people might find it boring. I don’t believe that everything was better in the 1st Alpha. Some things were just simpler for players—such as unlocking tanks. It was a more straightforward game than it is now.
The main reason we introduced so many changes (which are, of course, still rough in some areas) is that we, as designers, hit a massive wall.
Back in the last playtest, we had about 12 vehicles, and we ran into a problem: What vehicles come next, and what will make them unique?
We wanted to avoid repetitive designs—just releasing new tanks that felt identical to the old ones with minor differences.
Project CW: Developer Responses During the 2nd Alpha
Discussions and comparisons between the 1st and 2nd Alpha of the project continue in the community. Many players claim that the game was significantly better a year ago. Even Murazor couldn’t settle the debates.
This past weekend, developer MikeRTV (Mike Ritvinsky, Art Supervisor) shared his perspective and answered some player questions.
1. Your game features protective fields and domes.
- We’re not thrilled about these mechanics and their “magical” feel either, but we haven’t yet found a visual solution that makes the ability both interesting and useful while maintaining some level of realism. We have ideas to refine this, but haven’t had time to implement them yet.
- Right now, the most extreme “magic” includes shields and domes, but they are just visual representations of Active Protection Systems, making it clear why projectiles explode mid-air. Same goes for Blitz lightning, Titan shield boosts, and healing HP regeneration.
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Project CW: How to Obtain and Activate Codes on Console
To get started, visit projectcw.dev and click the JOIN NOW button. Select the console you want to play on, fill in the required information, and click Create account if you don’t have a Wargaming account. If you already have a Wargaming account, click the LINK below Create account to sign in.
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Project CW: Complete Vehicle List for Alpha 2
In the 2nd Alpha, a few more vehicles were added, but most of the ones from the 1st Alpha remain locked. The developers have added only two new playable tanks. However, there are more vehicles present in the client than what is shown in the game. Every tank has been renamed in the 2nd Alpha, and the in-game interface now displays the vehicle’s name.
For the full release, every tank and agent needs to be finalized, along with completing the full progression for all vehicles. How long this will take, given the minimal progress over the past year, remains unknown.
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Project CW: List of All Available Maps
In Alpha 2, the developers changed the loading screens of all maps, completely finished the Aircraft Carrier map, and added a new location, Project Phoenix. They also tested several more prototypes inside.
The current list of available Project CW maps as of early 2025:
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Map: Headquarters
Tech Name: ballistic
Note: This is actually a Training Ground map and is launched separately as a mode.
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